goodnight_jellybean/godot/assets/audio/AmbientSound.gd

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GDScript3
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extends Node
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@onready var drone_fsm: AnimationNodeStateMachinePlayback = $DroneAudioFSM.get("parameters/playback")
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func _ready():
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GlobalCursorState.connect("set_camera_zone",Callable(self,"check_attic"))
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$NormalDrone.play()
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await get_tree().create_timer(.1).timeout
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$SicklyDrone.play()
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var has_scared = false
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func _on_AnimationTree_motion_status(value):
if value:
drone_fsm.travel("play_sickly_drone")
else:
drone_fsm.travel("play_normal_drone")
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func check_attic(where):
if where == "camera_attic_inner" and not has_scared:
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await GlobalCursorState.sig_unfreeze
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$NormalDrone.stop()
$SicklyDrone.stop()
$SicklyDrone2.play()
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await $SicklyDrone2.finished
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$NormalDrone.play()
$SicklyDrone.play()